I've a few ideas on things to add, perhaps specific quests or specific goods that could only be acquired there. I'm currently working on the Hawker Expansions and Rewrite from just a one-page RPG. I understand the lack of content is a bit boring so I'm toying with the idea of dropping a mini updaate just to add a bit more content. Hope you enjoy otherwise!
Nemysisrelapse
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Hey there!
Thanks for pointing this out. The intended use for the stats is to give you a basis for your action and dice pool, for instance attempting to deceive a bandit may use “Charm” and give you a base dice pool of 2 if your “Charm” Stat is 2. You build upon that dice pool by including relevant merchant perks (Item, Companion, or Skill) and potentially any cargo that could also assist you.
When you fail to overcome an encounter with a roll you must attempt a different approach. This means that if you tried to overcome this Encounter by using your best stat “Charm” and various perks, then you have to try a different approach that forces you to construct a potentially smaller dice pool or envision a wholly different approach. If you feel that having to make another roll should incur some kind of penalty, that’s something that could be worth looking at. I noticed with my original resolution mechanic failures were a lot more common than successes.
Hope this helps :-)
This is such a fun concept, wrapped up in such a gorgeous set of illustrations and good graphic design. I like the mechanics, My only comment would be that I find the header text a little bit difficult to decipher, but I completely see your vision and think it works incredibly well for the title of the game! Look forward to trying this out
Drifts is a game I've kept my eye on from such an early point in the Jam and I feel like I have to eventually treat myself to playing a game of it. The logo is so incredibly well done and immediately characterises the whole game. The rules are nice and simple but I feel like that allows you to sink deeper into following your nomad's journey. I genuinely can't wait to print this out and play. Great work, excited to see what you do if you decide to flesh this game out more!
Really love all the illustration work & graphic design that went into this. The train car and tracks across the bottom of the core rules is so nicely done. The mechanics seem to work super nicely. I like the concept of a 21 being a critical success where you 'pull off the impossible and...' I'm excited to try this out with a group of friends!
1. I spent a good couple of days coming up with the concept for HAWKER and then kept iterating on the rules again and again. I tried to focus on getting the writing done before the art. I would say I spent maybe 5-6 days overall working on the game. I continued to work on it more as feedback rolled in, especially regarding rules, printer-friendly design & such.
2. I think the biggest thing I learned was that the rules as written and the rules as intended are two very different things. I could write out as many rules as I wanted explaining how something works, but I had to ensure that there weren't things I was just leaving in as assumptions hoping that others would just understand.
3. Creating something that fits into the layout I created and still contains all the mechanics and rules that I want to fit. Font & Type size played a huge role.
4. Very hard to pick, but One of my favourite games to play was Grubby Grubby Goblins, I had such a blast with it. Redshift Blueshift Generations really intrigued me with its use of hexflowers.